#ifndef _EQE_LUA_PARSER_H #define _EQE_LUA_PARSER_H #ifdef LUA_EQEMU #include "quest_parser_collection.h" #include "quest_interface.h" #include #include #include #include #include "zone_config.h" #include "lua_mod.h" extern const ZoneConfig *Config; struct lua_State; class Client; class NPC; namespace EQ { class ItemInstance; } #include "lua_parser_events.h" struct lua_registered_event; namespace luabind { namespace adl { class object; } } class LuaParser : public QuestInterface { public: ~LuaParser(); virtual int EventNPC(QuestEventID evt, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers); virtual int EventGlobalNPC(QuestEventID evt, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers); virtual int EventPlayer(QuestEventID evt, Client *client, std::string data, uint32 extra_data, std::vector *extra_pointers); virtual int EventGlobalPlayer(QuestEventID evt, Client *client, std::string data, uint32 extra_data, std::vector *extra_pointers); virtual int EventItem(QuestEventID evt, Client *client, EQ::ItemInstance *item, Mob *mob, std::string data, uint32 extra_data, std::vector *extra_pointers); virtual int EventSpell(QuestEventID evt, NPC* npc, Client *client, uint32 spell_id, std::string data, uint32 extra_data, std::vector *extra_pointers); virtual int EventEncounter(QuestEventID evt, std::string encounter_name, std::string data, uint32 extra_data, std::vector *extra_pointers); virtual bool HasQuestSub(uint32 npc_id, QuestEventID evt); virtual bool HasGlobalQuestSub(QuestEventID evt); virtual bool PlayerHasQuestSub(QuestEventID evt); virtual bool GlobalPlayerHasQuestSub(QuestEventID evt); virtual bool SpellHasQuestSub(uint32 spell_id, QuestEventID evt); virtual bool ItemHasQuestSub(EQ::ItemInstance *itm, QuestEventID evt); virtual bool EncounterHasQuestSub(std::string encounter_name, QuestEventID evt); virtual void LoadNPCScript(std::string filename, int npc_id); virtual void LoadGlobalNPCScript(std::string filename); virtual void LoadPlayerScript(std::string filename); virtual void LoadGlobalPlayerScript(std::string filename); virtual void LoadItemScript(std::string filename, EQ::ItemInstance *item); virtual void LoadSpellScript(std::string filename, uint32 spell_id); virtual void LoadEncounterScript(std::string filename, std::string encounter_name); virtual void AddVar(std::string name, std::string val); virtual std::string GetVar(std::string name); virtual void Init(); virtual void ReloadQuests(); virtual void RemoveEncounter(const std::string &name); virtual uint32 GetIdentifier() { return 0xb0712acc; } virtual int DispatchEventNPC(QuestEventID evt, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers); virtual int DispatchEventPlayer(QuestEventID evt, Client *client, std::string data, uint32 extra_data, std::vector *extra_pointers); virtual int DispatchEventItem(QuestEventID evt, Client *client, EQ::ItemInstance *item, Mob *mob, std::string data, uint32 extra_data, std::vector *extra_pointers); virtual int DispatchEventSpell(QuestEventID evt, NPC* npc, Client *client, uint32 spell_id, std::string data, uint32 extra_data, std::vector *extra_pointers); static LuaParser* Instance() { static LuaParser inst; return &inst; } bool HasFunction(std::string function, std::string package_name); //Mod Extensions void MeleeMitigation(Mob *self, Mob *attacker, DamageHitInfo &hit, ExtraAttackOptions *opts, bool &ignoreDefault); void ApplyDamageTable(Mob *self, DamageHitInfo &hit, bool &ignoreDefault); bool AvoidDamage(Mob *self, Mob *other, DamageHitInfo &hit, bool &ignoreDefault); bool CheckHitChance(Mob *self, Mob* other, DamageHitInfo &hit, bool &ignoreDefault); void TryCriticalHit(Mob *self, Mob *defender, DamageHitInfo &hit, ExtraAttackOptions *opts, bool &ignoreDefault); void CommonOutgoingHitSuccess(Mob *self, Mob* other, DamageHitInfo &hit, ExtraAttackOptions *opts, bool &ignoreDefault); uint32 GetRequiredAAExperience(Client *self, bool &ignoreDefault); uint32 GetEXPForLevel(Client *self, uint16 level, bool &ignoreDefault); uint32 GetExperienceForKill(Client *self, Mob *against, bool &ignoreDefault); private: LuaParser(); LuaParser(const LuaParser&); LuaParser& operator=(const LuaParser&); int _EventNPC(std::string package_name, QuestEventID evt, NPC* npc, Mob *init, std::string data, uint32 extra_data, std::vector *extra_pointers, luabind::adl::object *l_func = nullptr); int _EventPlayer(std::string package_name, QuestEventID evt, Client *client, std::string data, uint32 extra_data, std::vector *extra_pointers, luabind::adl::object *l_func = nullptr); int _EventItem(std::string package_name, QuestEventID evt, Client *client, EQ::ItemInstance *item, Mob *mob, std::string data, uint32 extra_data, std::vector *extra_pointers, luabind::adl::object *l_func = nullptr); int _EventSpell(std::string package_name, QuestEventID evt, NPC* npc, Client *client, uint32 spell_id, std::string data, uint32 extra_data, std::vector *extra_pointers, luabind::adl::object *l_func = nullptr); int _EventEncounter(std::string package_name, QuestEventID evt, std::string encounter_name, std::string data, uint32 extra_data, std::vector *extra_pointers); void LoadScript(std::string filename, std::string package_name); void MapFunctions(lua_State *L); QuestEventID ConvertLuaEvent(QuestEventID evt); std::map vars_; std::map loaded_; std::vector mods_; lua_State *L; NPCArgumentHandler NPCArgumentDispatch[_LargestEventID]; PlayerArgumentHandler PlayerArgumentDispatch[_LargestEventID]; ItemArgumentHandler ItemArgumentDispatch[_LargestEventID]; SpellArgumentHandler SpellArgumentDispatch[_LargestEventID]; EncounterArgumentHandler EncounterArgumentDispatch[_LargestEventID]; }; #endif #endif